Atari: Game Over Page #2
- TV-14
- Year:
- 2014
- 66 min
- 422 Views
I knew the economics of the
coin operated game business.
They made a lot of money.
Nolan designed
these incredibly elegant
circuits.
Put together in a way that's
so clever that modern engineers
have a hard time, you
know, understanding
and repairing these things.
My partner and I,
Ted Dabney, started
working on a ping-pong game.
By the end of '72,
we did $3.5 million dollars.
And then we did $19 million.
Then we did $35 million.
It was a hockey stick.
This electronic medium,
which was just beginning,
had some traction with people.
And once you played some of the
more sophisticated arcade games
of the day, and understood
that maybe there
was a chance you could
duplicate that in a home game,
your eyes got big.
Home video games
have been a success
from the moment a
company called Atari
launched this basic game, Pong.
Which has been imitated by at
least 40 other manufacturers.
They're selling like crazy.
300,000 last year.
This year, three million.
Next year, six,
maybe 10 million.
We felt, well, maybe
this is a time to sell
to a company with deep pockets.
I was in my office
at Warner in 1976.
The phone rang, and it was
a guy named Gordy Crawford,
and he asked the question
I've never forgotten.
Would you guys be interested in
acquiring a technology based,
fast growing
And I said yes.
I didn't know what I said
yes to, but I said yes.
And that led to my
introduction to Atari.
Atari, where
the future comes from.
What excited
me about Atari wasn't Pong,
it was the chipset that
led to the Atari 2600.
Pong was sort of OK, you banged
up and back, and up and back.
But this meant you could
constantly change the games.
And that was a
very exciting idea.
We introduced the 2600
in 1977
with nine cartridges.
The home video game was a
very close approximation
of the coin-op experience.
It changed
the mindset of the world.
Turning the television
from a passive medium into
an active medium, that
was what we knew we were doing.
And that was super exciting to
be the pioneers in that field.
It just blew people away.
Nobody knew any this stuff.
They made it up as they went.
And they were good at it.
And it started everything.
It was playing
those games that taught people
the potential of a computer.
Atari,
at some level,
brought the computer revolution.
They
started experimentally
hiring smart kids, with this
idea that maybe they can
come up with other stuff to do.
And they inadvertently
were trying to create
the job of game designer.
Microprocessor real
time control programming
is just where it's at.
So, there's two kinds of
things you typically do
with that in the early 1980s.
You can do missile
guidance systems...
or like we say, kill
people for 12 cents a head.
Or you could make
video games, which
I thought was a much
better application
for the whole thing.
What went on at
Atari from the very beginning
was, basically, that
the engineers are
going to drive this company.
Because they weren't
just engineers.
They were creative guys.
They're like musicians,
or movie directors.
They're artists.
Through
luck, or providence, or both,
they ended up with this
department of game designers
that became this
dream team at Atari.
These guys who made all of
these classics... Tempest,
and Asteroids, and Centipede,
and Gauntlet, and, you know,
think of a game.
The
culture was these guys
do what they want to do.
One day, I was standing in
the men's room, at a urinal,
and I looked down, and I saw a
pair of bare feet next to me.
And I look, and here is a
guy wearing a pair of shorts,
and nothing else.
And I said something.
And they said, oh
yeah, that's so and so.
He's a great engineer.
He doesn't like to wear clothes.
The coin-op engineers at
Atari, they were great.
And on the consumer
side, Howard was
one of the best programmers.
He was one of the best
of those engineers.
At the heart
of the creative process
is the programmer.
I try to create, basically, a
sensory experience that evokes
a certain feeling in the user.
I mean, I tend to
program from a concept.
I mean, it was... I
was made for this.
I mean, was is what
I was made to do.
January 11, 1981, I showed
up for my first day of work
as a game programmer at Atari.
So, do you remember the
first day you showed up here?
Absolutely.
My first office mates were
Tod Frye and Rob Zdybel.
And I had an
understanding that there
was a lot of dope
that was smoked
at Atari, when we were there.
And so on my first day at work,
I brought a joint, because I
didn't want to be, you know...
Yeah.
I wanted to be a courteous
guest, and so I showed up...
Which by the way,
this is a good lesson
for our younger viewers.
If people are doing drugs,
bring your own, so you fit in.
Tod walks
in, shuts the door, and says,
I'm going to get high
in here, so if you
don't want to be around
this, you'd better leave.
No, actually, here, I said.
I brought a joint.
And he sort of looked
at me and he went pbtt.
I'm going to smoke real stuff.
OK?
That was my introduction.
That was my first day at work.
We wanted
people who worked hard, and yet
had fun at doing it.
How do we mix up, so that
we don't know the difference
between our work and our play?
The company's motto was,
we take fun seriously.
But we used to say, we
take fun intravenously.
And they didn't
like that very much.
No, I don't know why.
The party atmosphere
was actually
calculated plan to incentivize.
I would set quotas.
If the quotas were met,
I'd throw a kegger.
They
would just roll out in the car,
go to a liquor store,
and they gave someone
a company credit
card, and they came
back with a bunch of booze.
And we consumed it.
Over there is where
the hot tub was.
Inside, on the first floor,
there's some great stuff
that went on in that room.
Over here, here's the
hill that you know,
one day I was wearing
a dashiki shirt, which
I was very into back then.
And I would do
somersaults down the hill.
I might have had some cocktails
that afternoon, at that point.
Did you know that you were
entering this crazy party
atmosphere, that you'd be?
No.
Even though I was told I
was, I had no expectation
that it could really exist.
The
best recruiting tool
we could have for an
engineer, was to bring
him over to one of our parties.
Hey, What's happening, people?
Hey, how's it going?
What's happening?
And they
thought, hey, I'm a nerd.
There are girls here.
They're talking to me.
It's good.
That was the culture.
These guys are the
lifeblood of the business,
and they do what
they want to do.
And that's fine.
In some ways,
things happened to
me over the course
of three and a half
years here, that made
the next 25 years really tough.
Because it
established a standard
of what professional life,
and life in general, could be.
And I never let
go of the thought
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